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View Full Version : Patch notes! (4/24)


Cyanide
2003-04-24, 06:37 PM
Okay, here we go.
REMEMBER...no ETA on the patch yet. "Tonight" can mean anytime before the sun comes up.

Enjoy!

==============================================

1) VoiceIP is now available. The codec was provided by the TeamSound folks and is now fully integrated into the game. To use it, first form a squad. Then, someone in the squad should start a voice server (by going to the "P" menu on the "Squad" tab) and hitting the HOST button. Then everyone else in the Squad automatically gets a "do you want to join the voice server?" dialog. If you wish to participate, just click "Yes" (just like joining a squad).

NOTE: After release, we'll also make a "Dedicated Voice Server" function available.

ALSO NOTE: Be sure to test your microphones BEFORE you launch into PlanetSide. Test it in a program like SoundRecorder *before* you go into PS so you know for a fact that your microphone is functional. That way you can better determine if you're having a "bug" situation or not. If your microphone works in SoundRecorder, then you're good to go.

2) VS MAX jumpjets have anims and sounds now.

3) Increased projectile velocities to enhance accuracy for:
- 9mm Projectile
- Energy cell projectile
- 12mm projectile
- 20mm projectile
- Dual-cycler projectile
- Quasar projectile

4) New tracers are created to compensate for the velocity change. (Change in speed messed up the old tracers.) Additional changes were made to prevent the tracers from appearing to go through walls, or not draw at all when within a short range of an obstacle.

5) NC Scatterpistol has improved model and textures.

6) Magrider Heavy Rail Beam now does splash damage.

7) Sweeper and Jackhammer have tighter spreads and the individual pellets inflict slightly more damage now. (NOTE: We are looking into the NC MAX Scattercannon, but have made no changes yet.)

8) Reduced certification cost on Lightning from 4 to 3.

9) Global Hotspots are now reliable. You can see all major battles happening on all continents at all times now.

10) Galaxies are no longer made of brittle eggshells. Ramming them with other vehicles (or walking on them with a VS MAX) will no longer destroy them.

11) Vehicles no longer just pivot in place if you apply throttle and brakes at the same time.

12) Generator durability has been increased dramatically. It has double the health that it had previously, and the AP bullet reduction code now applies to generators also (so pistols won't do much to that big machine). NOTE: The Generator still has a 30-minute autorepair timer that *will* get it back on-line eventually...but an Engineer is MUCH faster.

13) Sanctuaries now have "first-time help" waypoints. The dialog that appears when you appear in a Sanctuary helps to point out what each building is by referring to the waypoint numbers. (For example: "Waypoint 1 is the Orbital Shuttle Building", etc.)

14) Tightened reticules for the following vehicular weapon systems: Basilisk, Deliverer, Enforcer, Galaxy, Harasser, Lightning, Magrider, Marauder, Mosquito, Prowler, Reaver, Sunderer, Thresher, Vanguard.

15) Adjusted rate of fire and damage for the following vehicles:
- Magrider, Prowler, Vanguard all do more damage per shot against other vehicles and hard targets (with their main cannons), but have a slightly reduced rate of fire.

16) 75mm projectiles do more damage now (Lightning and Sunderer).

17) Cycler, Gauss, Pulsar and Punisher got the following improvement: All have default reticule accuracies for crouching, standing and running. Walking has the same accuracy as standing still now. (Only running still incurs an accuracy penalty for these weapons.) NOTES: a) Crouching gives the best accuracy and recoil recovery. b) Standing/Walking gives reasonable accuracy, but suffer more in recoil recovery. c) Running is a bit more innaccurate, but still tighter than previous to this patch. These changes allow you to run and gun a bit better than before with these weapons.

18) Gauss can fire a bit more before recoil kicks in.

19) IMPORTANT NOTE TO TR MAX PLAYERS! The Dual-Cycler is now an anti-vehicular weapon. The Pounder is now an anti-infantry weapon. This was done primarily because bullets have a flat-line trajectory which makes them more useful against vehicles and grenades are more logical anti-infantry weapons.

20) Bolstered the NC MAX shield. Significantly less drain when active. Much faster recharge rate.

21) Lasher now has better projectile and "lash" sound effects.

22) Battleplans now have an improved interface. (Less clutter.) Also, the lines created when using the Draw tool are at a finer resolution for better results.

23) Command menu now shows up even if you aren't the squad commmander so that you can access certain command features. NOTE: Some command functions still won't WORK unless you're a squad leader, however. (Like Squad Waypoints and Directed Voice Macros.)

24) Improved accuracy for both the Decimator and Striker when crouching or standing.

25) Revised Base Capture Experience System ==============================================
Now the amount of experience points earned at the time of capture takes into account the number of enemies (from either of the opposing Empires) that were killed within the hacked facility's SOI.

A minimum of 5 **unique** enemies must be killed in order to quality to earn 25% of the total XP potential. This percentage increases in a linear fashion to 100% if 20 or more unique enemies are killed within the SOI.

So basically the higher the enemy death toll in capturing a facility, the more XP is awarded up to 100% of its potential. Squad Leaders still earn CEP, while squad members earn BEP, and it's equally shared within the squad (as always) across the entire continent (sharing across a continent is a new feature).

New Base Resecure Experience System ==============================================
Effectively this uses the same mechanics as the Revised Base Capture Experience System, except now the defenders get experience for resecuring a facility.

NOTE: The resecuring doesn't offer up to the same potential amount of XP as capturing, but it still provides a healthy incentive to resecure a hacked facility.

26) Boomers now disappear correctly after exploding.

27) Bolt Driver reticule now lines up properly when crouched.

28) Magrider and Thresher now properly have collision after autodriving out of a Tech Plant tunnel.

29) Sanctuaries have been revised! In order to alleviate the framerate issues that occur when 300 people with 300 vehicles all show up in the central courtyard of the Sanctuary, we've divided the Sanctuary up into "villas". Each warpgate bubble has a "villa" around it. There is a shuttle facility, two air vehicle pads, four ground vehicle pads, and a training/respawn facility at each villa. There are teleporter pads (just like the VR teleporter pavilions) in each complex that you can step onto and quickly transport to the next villa in sequence. Thus, it's VERY easy to get around the Sanctuary now...and you can form your battle squads right at the foot of the warpgate you intend to use to invade a continent. Enjoy!

30) MAX Autorun has changed. It has always been faster and easier to use than originally designed (due to incomplete implementation), thus making the MAX tougher than we wished it to be. Therefore, whenever the MAX's auto-run is engaged a HUD message appears stating "Initializing Auto-Run Mode". The MAX then comes to a complete stop (if already moving), before the MAX begins its auto-run acceleration cycle. Thus, the MAX does more starting and stopping now than it did previously and you can no longer tap-run with the MAX's autorun. This slows the MAX down and makes other armors comparatively faster. This may not be the last of the MAX autorun tweaks, but we want to try this one out a bit before progressing further so we can isolate this gameplay change.

31) Bailing has sounds now.

32) Continental Lattice is now in-place. (NOTE: This is only the first installment of changes designed to deal with "phantom hacker", geographic war issues, and incentives to defend. But it has high impact, so we are testing it alone initially.)

Cyanide
2003-04-24, 06:38 PM
Here is the rest of it as this forum will only allow 10000 characters per post.

In a nutshell, the Lattice lets you determine where you can attack next.

a) You may only hack a facility that is connected, via the lattice, to a facility you already own. (�Hack� links are shown in gold if they are your Empire, grey if they pertain to other Empires. Links between same-Empire-owned facilities are the correct color for that Empire�red for TR, blue for NC, purple for VS.)

b) If, for some calamitous reason, you own NO facilities, anywhere in the world, you can always hack the facilities connected to your secure warpgates at your Sanctuary. (Example: If you are TR, you can always hack Orisha on Cyssor because it connects directly to the TR Sanctuary Warpgate.)

c) To hack into a locked continent, you must own the facilities connected to the warpgate on the OTHER continent first. (Example: If you want to hack Leza on Cyssor, and Cyssor is continent-locked, then you can capture Sina on Searhus first. That will give you a hack link to Leza and you can try to punch the continent thereafter. (NOTE: This makes the lattice truly global in nature so, Commanders�stay aware.)

d) You may hack ANY neutral building, regardless of its position in the lattice. Therefore, ANTs become even more crucial.

e) NTU consumption has been changed. Buildings no longer deplete NTUs while doing nothing at all. NTUs are now consumed ONLY through auto-repair of equipment within the building (terminals, wall turrets, generators, etc.) and respawns. Therefore, if nothing is going on at the facility, it will never go neutral. NOTE: Enterprising squads might try to destroy equipment in an enemy facility with low power, hoping to consume the last NTUs and get the ability to hack the facility �outside the matrix�. This is another way to "punch" a continent lock.)

33) In preparation for some sweeping facility link abilities (in an upcoming patch) some of the existing link abilities have been removed.
- The Amp Station no longer reduces consumption of NTUs by 50%. (This will be replaced soon with the ability to power up vehicle shields.)
- Amp Station no longer increases the size of the SOI when owned. This was as much hindrance to friendlies as it was detriment to drop-podding enemies.
- The Bio Lab no longer causes Medical Terminals to act as Advanced Medical Terminals. (This will be replaced by a more noticeable reduction in respawn timers to all linked facilities.)
- Tech plant still allows advanced vehicles to be purchased at other owned facilities (no change).
- Interlink still adds radar capabilities, but these will be simplified soon to be more understandable.
- Dropship Center will eventually activate all repair/rearm pads at various facilities so vehicles can repair and access inventory at those pads. That feature may be post-release.
- All link abilities (when we're done with the changes, not currently) will show up as icons near the SOI of the building on the overhead map, thus making it easy to, at-a-glance, see what special abilities each facility has due to links.

34) All waypoint functionality for the overhead map (Personal and Squad Waypoints) have been moved to the main toolbar instead of one being on the main bar and one on the command bar.

35) See all FRIENDLIES and See all ENEMIES have a visual upgrade to make it easier to see the information provided.

Headrattle
2003-04-24, 06:39 PM
Damn you cyanide, we posted this at the same time.

Headrattle
2003-04-24, 06:40 PM
HA! this is the rest of it.


36) There is a 30-second timer on Instant Action now, just like with Recall to Sanctuary and Quit. This prevents the feature from being used as an "escape hatch" when about to die.

37) You can no longer mount a vehicle that is in the process of being Jacked. You must kill the person jacking the vehicle to prevent its theft.

38) You can no longer deconstruct your vehicle if you are still in the vehicle.

39) You can no longer kick yourself out of a vehicle that you own.

40) Hover vehicles no longer take damage when autodriving out of the tech plant tunnel.

41) New Outfit decals are now available for your Outfits.

42) Voice macro menus are now fixed. (Text should match voice in all cases.) (NOTE: Some "Very Quick" phrases are only generally the same between text and voice.)

43) Color codes are now prevented in chat.

44) Looking for Squad now resets if the user zones, allowing players to stay "LFS" when they warpgate or drop to another continent.

45) "LFS" defaults to "ON" when you enter the game. Turn it off by clicking the button on your chat pane.

46) If a missile lock is achieved on YOU, there is now a warning on your reticule saying "Warning: Missile Lock!" along with a tone.

47) Fixed a Darklight exploit where removing the implant at an implant terminal allowed you to stay in Darklight mode forever.

48) You can now text edit when using Battleplans.

49) The cargo hold on the Galaxy can now be locked.

50) WARNING! WARNING! If you stand on a vehicle pad when someone purchases a vehicle, you will be INSTANTLY KILLED. You have been warned.

51) You can now zoom while in Vehicle Gunner and Driver positions. You can also zoom while in a MAX.

52) You now (properly) recover stamina while in vehicles.

Venom
2003-04-24, 06:42 PM
19) IMPORTANT NOTE TO TR MAX PLAYERS! The Dual-Cycler is now an anti-vehicular weapon. The Pounder is now an anti-infantry weapon. This was done primarily because bullets have a flat-line trajectory which makes them more useful against vehicles and grenades are more logical anti-infantry weapons.

That seems like a good change.

Headrattle
2003-04-24, 06:43 PM
Actually I was playing as a pounder last night, It was much better at hitting the INF then the Cycler that my friend was in. And he hit the tanks more with the Cycler.

That is a good change.

�io
2003-04-24, 06:49 PM
except now the defenders get experience for resecuring a facility.

42) Voice macro menus are now fixed. (Text should match voice in all cases.) (NOTE: Some "Very Quick" phrases are only generally the same between text and voice.)

43) Color codes are now prevented in chat.

51) You can now zoom while in Vehicle Gunner and Driver positions. You can also zoom while in a MAX.

52) You now (properly) recover stamina while in vehicles.

:clap::clap::clap:

MilitantB0B
2003-04-24, 07:08 PM
Sounds like a great patch.
Now the amount of experience points earned at the time of capture takes into account the number of enemies (from either of the opposing Empires) that were killed within the hacked facility's SOI.

Does anybody know if you yourself have to make theese kills or if it is enough that you squad makes theese kills, cause some classes just don't get alot of kills.
/em glances at Galaxy pilots
:D

Mazuli
2003-04-24, 07:12 PM
Did they just change the TR maxes so the dual cycler is called av instead of ai, or did they change the damage too?

PeregineDive
2003-04-24, 07:15 PM
Nice! This game is shaping up for retail rather splendidly - Can't wait!!


-PD

Hamma
2003-04-24, 07:20 PM
:ugh:

matrix :\

Khronos
2003-04-24, 07:20 PM
im excited to try out the lattice capturing system and voiceip.

im not so sure if imma like the system, but it looks okay so well see ;)

�io
2003-04-24, 07:23 PM
Originally posted by Hamma
:ugh:

matrix :\

You should wait till you try it first Hamma, maybe it's a good thing we don't know.

Venoxile
2003-04-24, 07:38 PM
gauss upgrade, cool. And i think this game will be sooo much better with the matrixing idea (i know i've posted this once before and i apologize). I also like the idea that the accuracy when running has been improved.

MrVulcan
2003-04-24, 07:42 PM
Originally posted by Hamma
:ugh:

matrix :\

:stupid:

there are 100 ways this can be very very bad......

Cyanide
2003-04-24, 07:48 PM
Originally posted by MrVulcan
:stupid:

there are 100 ways this can be very very bad......

Well, I'm sure that if it proves to be too bad they'll modify it or remove it. It's too early to speculate now. Besides, what is being implimented with this patch is not the full implimentation of the latice system so don't judge it yet.

Does anybody know if you yourself have to make theese kills or if it is enough that you squad makes theese kills, cause some classes just don't get alot of kills.
/em glances at Galaxy pilots

I would imagine it's calculated based on total kills in that SOI made by anybody in your empire, weather they're in your squad or not. That would make the most sense anyway. Having it be squad based would discourage multiple squads from attacking the same base and would cause more interquad TKing because of "you stole my kill" lamers.

Headrattle
2003-04-24, 07:50 PM
I didn't want the Matrix either, but lets hope that it is done right. And if it isn't it will be fixed.

He does say that the benifits of owning a base will be better, and that is good.

I don't like the vehicle shields though. that is mentioned in the notes under the AMP station.

Hellsfire123
2003-04-24, 08:06 PM
50) WARNING! WARNING! If you stand on a vehicle pad when someone purchases a vehicle, you will be INSTANTLY KILLED. You have been warned.

Oh this will be interesting. Amazingly funny if you hack an enemy pad though.....

43) Color codes are now prevented in chat.

THANK GOD. Some people were getting really annoying with those.

The Bio Lab no longer causes Medical Terminals to act as Advanced Medical Terminals. (This will be replaced by a more noticeable reduction in respawn timers to all linked facilities.)

DAMN IT! Now i actually have to go to a Biolab if i run out of BANK or engy friends. That, and that room is gonna get crowed real quick.

10) Galaxies are no longer made of brittle eggshells. Ramming them with other vehicles (or walking on them with a VS MAX) will no longer destroy them.

I wonder if you can wing walk now?

20) Bolstered the NC MAX shield. Significantly less drain when active. Much faster recharge rate.

You mean its useful now? Well, thatll make um harder to kill.

quiet
2003-04-24, 08:17 PM
I like 98% of it.

The lattice system sounds cool to me, I love the part about damaging a base to deplete NTU's and punch through the matrix. :D If no fun then devs will remove.

Vehicle shields sound bad to me , vehicles are already hard enough to kill IMO.

No more advanced medical terminals. I always thought it was odd that capping the biolab let you repair armor, but I'm gonna miss those things.

MAX stop before autorun, hmmm! I appeciate what they are trying to do but don't think that is the right approach.

TR MAX AA and AV switch, I'm curious how that plays out.

Robot
2003-04-24, 08:19 PM
Originally posted by quiet
Vehicle shields sound bad to me , vehicles are already hard enough to kill IMO.


They're actually obscenely easy to kill as it stands, as long as you have AV weapons.

Even if you don't, just load up a Punisher with rocklets

Streamline
2003-04-24, 08:19 PM
Oh its on now. :dance:

MrVulcan
2003-04-24, 08:23 PM
I read that bio lab as meanin gthat they will be advanced med stations at all time insted of only when you have a lab??? u sure it is now that none are at any time (outside of lab that is)

quiet
2003-04-24, 08:39 PM
No, I'm not sure about the medical terminals. Maybe I read it wrong. Guess will find out soon.

I should have said "heavy" vehicles. I often carry the VS AV lancer and it takes hella shots to bring big suff down. Perhaps I should switch to the decimator or AV MAX.

MilitantB0B
2003-04-24, 08:40 PM
Does anybody know if the patch I am downloading right now is the correct patch, or if its that fake, not-supposed-to-be-up patch? Thanks in advance

PS:need to know pretty soon, about to finnish downloading :D

AcidCat
2003-04-24, 09:23 PM
"19) IMPORTANT NOTE TO TR MAX PLAYERS! The Dual-Cycler is now an anti-vehicular weapon. The Pounder is now an anti-infantry weapon. This was done primarily because bullets have a flat-line trajectory which makes them more useful against vehicles and grenades are more logical anti-infantry weapons."

Nice, I like this.

Ginzue
2003-04-24, 10:17 PM
Yea, the anti infanty nades seem better than the chainguns.

Zoolooman
2003-04-24, 11:24 PM
I must now say...

I'm so happy they implemented the lattice idea.

JonnyK
2003-04-24, 11:31 PM
if the lattice isn't a bomb, and it actually works out, then i think it'll be great.

Euroclydon
2003-04-25, 12:00 AM
I really like the lattice idea. I'm not in beta, but I could imagine it would be quite frusterating when it feels like the only ground you can hold is the base you're sitting at. Continental locks sound awesome too.

r3d
2003-04-25, 12:15 AM
Lattice system is crap.
It was really fun when youre 10 mins into a hack then BAM someone on the other side of the continent hacks one of your bases.
Thus elminating hours of potentially fun gameplay.
I say boo to the lattice system. >:|

Cyanide
2003-04-25, 12:24 AM
If you are downloading the patch now you should stop downloading it. What you are downloading is the fix for the "should not have been made available" patch.

BUGGER
2003-04-25, 01:07 AM
Originally posted by Hellsfire123
I wonder if you can wing walk now? Wingwalk, how about bringing a few lawnchairs, strap em down, and get a free ride to an enemy base.

Really, vau will have a fun time overloading their galaxys with 10 maxs sitting on the roof.



Hmmm, or if ya land a galaxy right next to a wall, a TR MAX could jump on the roof of it and anchor down......hmm, is that possible?

Zarparchior
2003-04-25, 01:18 AM
Originally posted by r3d
Lattice system is crap.
It was really fun when youre 10 mins into a hack then BAM someone on the other side of the continent hacks one of your bases.
Thus elminating hours of potentially fun gameplay.
I say boo to the lattice system. >:| So you get to run over there and find out it was a lone hacker who probably MAX'd himself up in the CC. Great... and while you were doing that, an enemy squad re-hacked the base you just took. When you get over there to fight the bastards, you realize it's about 30 people, and one of the squads is actually the top Outfit on your server. You stare at the disorganized mess you call your own squad and cry as you're killed over and over by numbers and better people than you...

I've never been a big matrix fan, but -

Wait a second... did I just say that?! I take it back! NOOO!!! The Matrix is the most AWESOME action/philosophical movie EVAR!

That aside, Continental Lattice system I'm dubious of. But I say we need to give it an open minded chance. If it does solve the above problems, then it'll be AWESOME.

PLUS - it gives a reason to destroy terminals and generators now... and ANTs will be more widely used... and we'll never have to worry too much about lone stealth hackers.

If this is implemented correctly, it'll be sweet. If not, oh well.
Revision time. :D

Telvranai
2003-04-25, 01:48 AM
Question:
What happens when you're 10 minutes into a hack that's fairly far forward (and that your squad and outfit fought hard to get). There's only 1 base connecting you in the lattice, and that gets hacked, and the hack there finishes before your hack does. Does your hack just stop, because you're cut from the lattice? Or do you continue, gaining a kind of beachead cut off from your standard lines.
Basically, to simplify: Does the lattice prevent hacks from starting, or from completing?

Terik
2003-04-25, 07:35 AM
Originally posted by r3d
Lattice system is crap.
It was really fun when youre 10 mins into a hack then BAM someone on the other side of the continent hacks one of your bases.
Thus elminating hours of potentially fun gameplay.
I say boo to the lattice system. >:|

But with the new lattice system battles will be a helluva lot more concentrated, hellish, and fun. :)

Terik
2003-04-25, 07:37 AM
Originally posted by Telvranai
Question:
What happens when you're 10 minutes into a hack that's fairly far forward (and that your squad and outfit fought hard to get). There's only 1 base connecting you in the lattice, and that gets hacked, and the hack there finishes before your hack does. Does your hack just stop, because you're cut from the lattice? Or do you continue, gaining a kind of beachead cut off from your standard lines.
Basically, to simplify: Does the lattice prevent hacks from starting, or from completing?

Well, the enemy won't beable to hack that base.

Gerico
2003-04-25, 08:01 AM
Seem's a good idea to me, but instead of saying "it's good" "it sucks" why dont we wait and see?.

Incubus
2003-04-25, 08:05 AM
Thank you Gerico. It looks to me a perfect addition. I understand that the Devs need our feedback, good and bad. But let's at least not make that feedback specualation, ok?

zMessiahz
2003-04-25, 08:28 AM
I'm a little worried about the TR MAX changes. Seems to me that the cycler will still rip through infantry since it fires so friggin fast. And large splash range on infantry targeted nades? phear. The pounder may not need a squad to clear interiors.

I guess we'll see how it plays out. The devs with change it again if they become uber MAXs.

And all the NC upgrades.... ugh.

The poor poor Vanu again. Ah well the game hasn't been released and a final decision on the outfit's empire has yet to be made :)

BeerJedi
2003-04-25, 10:17 AM
wow,

looks like readjustment time. I'm going to reserve having an opinion on the matrix/lattice idea until after we test it some to see how it works.

The only "oh no!!" that i uttered was the lockon warning. This affects the strikers of TR (me) and it will be extremely difficult now to hit anyone flying.

The instant that Lock on sounds eminates, I think ABs are going to be flarin.

At the same time, I got to try it out before I can say anythign real about it. Everything else i think will be very very spiffy.

DarkDragon00
2003-04-25, 10:35 AM
originaly posted by: Stream|ine

Oh its on now. :dance:


Lets gp Stream

I brought my homies wit' me cuz!

:dance: :dance: :dance:
Acthomas & DarkDragon & ghost

DarkDragon00
2003-04-25, 10:37 AM
Originaly posted by Streamline:

Oh its on now :dance:

lets go foo'

but this time i gots my homies wit' me cuz!

:dance:
DarkDragon

:dance:
Acethomas

:dance:
ghost

lets get this battle online streamline!
Im waiting , but not really, im already on the grind!

LesserShade
2003-04-25, 10:46 AM
Originally posted by BeerJedi

The only "oh no!!" that i uttered was the lockon warning. This affects the strikers of TR (me) and it will be extremely difficult now to hit anyone flying.

The instant that Lock on sounds eminates, I think ABs are going to be flarin.

As a fellow Striker whore, I can say that I think the warning is a pretty fair tweak to the game. The striker was a little too devastating against aircraft, and it'll still be devastating, the reaver pilots just get a chance to run now. However, mosquitos are still in trouble >:) Just dumb fire a whole clip of striker missiles into the air making sure that you don't lock on to your the aircraft you want to hose, then just point that reticle at the target and BAM, all missiles home in and nail that sucker before he even gets a chance to hit after burners :D

Nitsch
2003-04-25, 11:26 AM
Everyone wanted a reason to take bases and hold them... the lattice is exaclty what beta testers have been asking for.

I think this adds a whole new tactical dimension to the game. I think we are going to see some epic fights at lattice intersections.

But i think this will also magnify the TK in the CC problem. Now that it will be harder to get a cap, people will get more upset if they didn't get the hack.

Becareful what you ask for... you may just get it.

BeerJedi
2003-04-25, 11:30 AM
Just dumb fire a whole clip of striker missiles into the air making sure that you don't lock on to your the aircraft you want to hose, then just point that reticle at the target and BAM, all missiles home in and nail that sucker before he even gets a chance to hit after burners

dang, good idea. Be tryin' that tonite. I'm just wanting one more BR so i can get the minichain gun!!

LesserShade
2003-04-25, 11:39 AM
^amen man.. 1.4 levels until I'm a certified striker/chaingun whore